"Treant" redirects here. For the summon, see Nature's Prophet.
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The Radiant |
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Level | 1 | 16 | 25 |
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Hit Points | 625 | 1594 | 2506 | Mana | 221 | 598 | 1040 | Damage | 81-89 | 132-140 | 180-188 | Armor | 1.1 | 5.58 | 10.62 | Attacks / Second | 0.6 | 0.77 | 0.96 | |
Movement Speed | 300 | Turn Rate | 0.5 | Sight Range | 1800/1200 | Attack Range | Melee | Missile Speed | Instant | Attack Duration | 0.6+0.4 | Cast Duration | 0.5+0.51 | Base Attack Time | 1.9 |
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Rooftrellen the Treant Protector is a melee strength hero who excels in supporting and strengthening his allies with his beneficial set of spells using the power of nature. He is a natural tank, offensively and defensively, having both the highest natural attack damage, and the second highest overall Strength in the game. Manipulating the power of the plants to his will, he can grant invisibility and stealth to himself and his allies with Nature's Guise, provided that they remain within close proximity to a tree. He can also use Leech Seed against a target, dealing moderate damage over time to it and slowing it whilst nearby allies are replenished by the same amount. His signature Living Armor makes him truly live up his title, as he is able to provide allies and even friendly buildings increased health regeneration and a massive damage block from anywhere on the map. Finally his ultimate Overgrowth affects enemies in a respectable area of effect and entangles enemies with vines, branches, and roots; though it does not deal any damage, it will immobilize them and render them unable to attack for several crucial seconds. Although Treant Protector is not able to dish out much damage outside of his regular attacks, he is able to provide an enormous amount of defensive utility and survivability to himself and his teammates, thereby rooting a path to victory.
Contents- 1 Bio
- 2 Abilities
- 3 Recommended items
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Bio
Rooftrellen, the Treant Protector | "Life becomes death becomes new life. As it should be." | Role: | Durable / Initiator / Lane Support / Disabler | Lore: | Far to the west, in the mountains beyond the Vale of Augury, lie the remains of an ancient power, a fount of eldritch energy nestled deep in the high woods. It is said that the things that grow here, grow strangely. To the forces of nature this is a sacred place, made to stay hidden and unknown. Many are the traps and dangers of this land--all-consuming grasses and crossbred fauna and poisonous flowers--but none are so fierce as the mighty Treant Protectors. These ageless, titanic beings, charged with keeping the peace in this dangerous land, ensure that none within encroach without reason, and none without poach their secrets. For time untold they tended to their holy ground, uninterrupted, only dimly aware of the changing world beyond. Yet inevitably the wider world grew aware of this untamed land, and with each passing winter the outsiders grew bolder. Soon they arrived with tools to cut and with flames to burn, and often the Treants would ponder: who are these fragile, industrious creatures? What now had become of the wild, green world? There came and went an age of questions and of doubts, a thousand summers of long traditions set to scrutiny, while more and more the outsiders died and fed their earth. When all that bloomed had finally finished their stay, curiosity had overcome caution. It was decided: a lone Protector would be sent into the wider world, and instructed to wander until the glaciers arose once more, to observe the changing land and its creatures, and to discover what unknown dangers could threaten their sacred ground. |
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Abilities
Nature's Guise | | Ability | Affects | |
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Target Unit | Allies | |
| Causes the targeted unit to blend in with the forest, becoming invisible to enemies and gaining a movement speed bonus when near a tree. If the unit moves away from a tree or the spell is cast on a unit with no nearby trees, Nature's Guise is lost. Treant Protector can cast spells and remain invisible under Nature's Guise. | Range: 300 Duration: 15/30/45/60 Fade Time: 2 Tree Radius: 375 Bonus Movement Speed: 10% | 10/8/6/4 | 90/80/70/60 |
The Protectors don't often come into vision; their natural state being nestled within their leafy brethren. Notes:
- If cast on a unit that isn't near a tree, it will lose the invisibility almost instantly.
- If the unit has a distance of more than 375 to the closest tree during 1 second, the invisibility will be removed.
- Treant Protector can cast spells and use items without losing invisibility from Nature's Guise.
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Leech Seed | | Ability | Affects | Damage |
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Target Unit | Enemies | Magical |
| Treant plants a life-sapping seed in an enemy unit, draining its health, while simultaneously slowing it. The seed heals friendly units around it equal to the amount drained. Pulses 4 times. | Range: 350 Radius: 500 Duration: 3 Slow: 28% Lifesteal per Pulse: 30/45/60/75 | 16/14/12/10 | 140 |
Rooftrellen nurtures the beings under his stewardship, sustained by the lifeforce of trespassers into his sacred ground. Notes:
- Deals a total of 120/180/240/300 damage.
- Healing Pulses do not stop if target unit dies.
- The amount of HP healed does not equal the amount of HP the target loses (damage after damage reductions) but is always the full 30/45/60/75 HP per pulse.
- If there are multiple heroes in the lifesteal radius, all of them will receive the full 30/45/60/75 HP heal per pulse.
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Living Armor | | Ability | Affects | |
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Target Unit | Allies | |
| Infuses the target hero or structure with a protective coating which grants bonus regeneration. Also blocks some damage from all sources. Dispels when a number of damage instances are taken. | Range: Global Damage Instances: 4/5/6/7 Block: 20/40/60/80 Regeneration: 4/7/10/13 Duration: 15 | 15 | 25 |
The roots and tendrils of the Treant Protectors are far-reaching, stimulating the growth and rejuvenation of all of nature. Notes:
- Can be cast through the minimap.
- The total amount of health gained while under the entire duration of Living Armor is 60/105/150/195
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Overgrowth | | Ability | Affects | |
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No Target | Enemies | |
| Summons an overgrowth of vines and branches around Treant that prevent afflicted enemies from moving, blinking, going invisible, or attacking. | Radius: 625 Duration: 3/3.75/4.5 | 70 | 150/175/200 |
Rooftrellen calls the ancestral spirit of nature, releasing its power through all of his kin. Notes:
- Works on magic immune units, but if units gain magic immunity after the effect starts, they'll break free.
- Overgrowth does not affect Phantom Strike.
- Overgrowth also disables metamorphosising.
- Unique Attack Modifier abilities can still be manually cast to auto-attack while Overgrowth is active.
- Units that turn invisible while Overgrowth is active are still revealed for Overgrowth's duration.
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Recommended items
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| Starting | | | Early-game | | | Core | | | Situational | |
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Explanation:
- Starting: Treant Protector often levels Leech Seed early for lane harassment; Clarities mitigate its mana cost. Stout Shield will partially abate any harassment he receives.
- Early game: Boots of Speed are essential, as always. Magic Stick helps with mana regeneration and Bracer provides cheap attribute bonuses. A Soul Ring is a good early pick-up for Rooftrellen, as it allows him to spam his Leech Seed as an effective harassment tool while also healing off the damage from the Soul Ring. It also helps solve his mana problems early to mid game.
- Core: Boots of Speed upgrade to Arcane Boots, to help with Treant's own mana pool as well as helping allies in his lane, since he is usually played as a lane support. Magic Stick upgrades to Magic Wand, naturally. Bracer upgrades to Drum of Endurance, which provides more cheap attribute bonuses as well as stacking with Nature's Guise to give him and his allies excellent movement speed.
- Situational: Treant Protector is usually played as a durable teamfight initiator who relies on his powerful disabling ultimate. To be most effective, he needs to live through most of the fight, extending bonus armor to his allies with Living Armor, healing them with Leach Seed, and helping them escape with Nature's Guise. He probably won't receive much farm, but if he does there are several ways he can be useful to the team. Blink Dagger allows him flexibility in positioning his ultimate; Refresher Orb allows him to cast it twice—as long as he has a sufficient mana pool. Shiva's Guard and Assault Cuirass provide protection against physical damage as well as auras that help in a team fight. Pipe of Insight provides him and his allies with protection against magical damage. Heart of Tarrasque gives him excellent durability against all sources of damage, but is not as useful to his allies. Heaven's Halberd provides the single-target disable he lacks, while providing both strength and evasion to increase his durability. Radiance provides excellent mid-game team fight damage if he can live through the fight. Necronomicon improves almost every aspect of Treant Protector: more movement speed for his allies, more damage and mana-burning during Overgrowth, more strength for his damage and durability, and more intelligence for his mana pool. The summons also gives the power to destroy an enemy's mana, and provides True Sight at level 3. Necronomicon's summons benefit from some auras Treant might carry, as well as Pipe's Barrier.
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